Paladin

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Goblin Squad Member. RPG Superstar 6 Season Dedicated Voter. Organized Play Member. 64 posts (68 including aliases). 6 reviews. 1 list. 1 wishlist. 15 Organized Play characters.



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Mummy's Mask finishes strong!

5/5

This adventure is probably my favorite 6th part of any adventure I have ever read (I have read and/or played 6 of the APs). This adventure got all the things last adventure got right and more. 4 sides of the pyramid of the sky pharaoh, each dedicated to a different element. Each mini dungeon felt unique and were goldilocks in length. Then the final stint in the dungeon on the way to the end boss was fun with a few roleplaying moments and a few changes of pace before the grand finally. All with cleverly crafted traps and hazards (including a riddle!). The final boss fight has a few tricks up its sleeve and what should be a few fun encounters. Finally, I really enjoyed the river of souls section talking about Pharasma and what happens after death in Golarion.
All in all my favorite 6th part of any adventure. Mummy’s Mask went out of the right foot. Im glad to have read it all.


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To the Slave Trenches!

4/5

I really like the layout of this adventure. I feel that having multiple six to ten room dungeons trumps the one dungeon with forty to sixty rooms. This adventure is well laid out. I like the NPCs, the fights, the dungeons, and the traps.

I see a few potential downfalls: one, the activation order seems a little hard to figure out and could potentially take some time and bog things down (but having to think this late in the game isn't that harsh a downfall). The second, I see the possibility of an anticlimactic ending. If the PCs fight the boss prematurely and defeat him, then the final fight might just be a push over.

All together a good tone was set for this adventure and I hope they keep the good work going into the final step.


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Nothing too exciting

2/5

Not giving this 1 star because nothing was actively bad, nothing too big or exciting happens. This adventure was as the title says. A few good roleplaying opportunities in the desert (hexploration). Then you finally find the sphinx. After that, it's room after room of pretty much the same baddies. A single character moment happens within the sphinx but otherwise its pretty munckin-esque. The final fight seems pretty fun, but otherwise the adventure pretty straight forward.


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Spectacular Shifting Sands

5/5

The 3rd part of the Mummy's Mask adventure was excellent! Thankfully this AP is climbing rather than dropping by the third adventure, which is typical for an adventure path, but not this one! Slightly Spoilerific.

The adventure starts off with a variant research mechanic which points the spotlight on everyone's favored class: the bard, who can do whopping amounts of research if you have one.

Next, the PCs are introduced to the RP element of the adventure and a part that I think is very memorable. Part of this RP includes a variant chase scene, which is actually a race (Why haven't we thought of this sooner!). Awesome fun for all. They must also RP their way into more time to research.

Third, they must search and find all the libraries to do more research (might seem tedious at this point but I think it flows smoothly and puts the spotlight on the bookworms rather than hack and slash-ers [so break out them reading glasses]).

After all research is done, the PCs are sent to a desert to search from the tomb. They are placed on a hex-map and must search (like the kingmaker rules) for the lost catacombs. This allows for some awesome encounters that are quite memorable.

This adventure has everything skill checks, RP, and awesome fights. Everything of which is memorable and unique. All these put together makes this one of my favorite APs of late.


Empty Graves

4/5

Empty Graves was a good adventure. The Mummy’s Mask Campaign really picks up on a better start then where it did with the previous adventure.

The main mission continues as the PCs still search for the Mummy’s Mask; a plus as this is a continuation from the previous adventure, and I enjoy any quest or goal that is set up in one adventure and doesn’t get paid off until later in the AP. However all around things have gone awry as undead are rising and the PCs must try and keep the panic level low (a city wide mechanic that is a lot of fun), through multiple side quests (including red herrings once they get into the necropolis). I really enjoyed the politics of psychopomps vs. undead as the psychopomps are summoned to deal with the undead however their indifference toward the living doesn’t help keep panic down. The whole city is open the PCs and they can go any which way, searching for the mask without care for the people, they can pick and choose who to help and who not to help, or help everyone they see. Along the same vein they can explore every place along the way or just dissect the problem and head straight for the end goal.

Over all Empty Graves, I think has lots of options for player choice (high priority), fun encounters, and the final pay off to the set up from the previous chapter. Only four stars because I have super high standards and this one, while a lot of fun, still doesn't have that little something extra, story wise, to make it miraculous.

Although, the Egyptian Gods Pantheon makes this a must buy, just for that.


The Half Dead City

3/5

First time writing a review so hold on and see if I can work my way through this one. Also this will contain spoilers.

First, I like everyone else I was super excited for an Osirian Adventure.

This AP does it well but nothing too spectacular and definitely falls flatter than typical first adventures. Starting out as a group of tomb raiders is awesome. The three different tombs have a lot of flavor and are interesting (I especially enjoyed the love haunt in the 2nd "tomb"), but ultimately aren't anything to get super excited about. The set up of who else was in the tomb is nice. Its good to see setup for things to be paid off later.

The Scorched Hand's motivation, at least to the PCs, just seems to be uninteresting and in part unexplained. Also, the end goal isn't clearly defined, I might be wrong but typically I thought the first adventure would give some hints to the PCs as to what their ultimate goal is. This one just doesn't have that (for good or for bad). So at the end it just seems like the PCs are going to keep tomb raiding until the end of books six.

Overall, good toe in the sand (see what I did there? ;) ) but nothing too mind blowing. Still excited to see what happens next, hopefully it will build up rather than having the high start, slow middle, and climatic finish like most typical APs.

Hope you enjoyed my review,

Casey